Having thought about the contents of Announce #5250 for a little bit, and about how I make use of the alias and queueing systems, I have a minor concern about the 10 command limit. I'll start by saying that in a lot of cases this isn't going to be a problem for me, but there are certain edge cases that aren't *that* uncommon where it's going to be an issue. I'll also say that I do a lot of tracking client-side via GMCP, triggers and scripts to reduce the number of commands I'm sending to the game, so I'm not making the game itself execute commands that will produce no actual effect. However, here's the worst case for an attack (not including non-essential, but desirable, things I currently include when attacking):
1. It's always a good idea to make sure you're standing before you attack, so I always have STAND as the first command. Total commands so far: 1
2. Then I need to make sure I'm mounted (there's no point in buying an invincible mount if you don't use it). Worst case, my mount is in a totally different room and I'm mounted on something else (e.g. urn mount), so I have to dismount, send a tell to summon my pet, drop that, then vault. Total commands so far: 5
3. I also need to make sure I'm wielding the correct weapons for what I want to do. Worst case, that's four commands to UNWIELD/SHEATHE/WHATEVER twice, then WIELD/DRAW/WHATEVER twice. WIELD <item1> <item2> does not play well (enough) with using weapon containers, and I spent a large amount of credits on customising those to match artefact weapons (plus adding non-decay and resetting), so I'm not exactly motivated to use that instead. Total commands so far: 9
That's nine commands before I've even thought about including an attack. For a lot of classes, there's more than one command you'll want to do as part of attacking; for Priest I have Zeal, smite (or a Devotion ability), ASSESS and CONTEMPLATE; Knight has falcon commands (track, slay, whatever), doubleslash/doublewhirl/whatever, plus something like fury (or dropping rites as a Paladin), and ASSESS.
If I absolutely have to, I can make some changes to live with this, but it's definitely going to be what I'd consider a loss of functionality (even if "functionality" is only defined by roleplay and aesthetics).
To avoid that, questions:
1. How arbitrarily was the cap of 10 commands chosen? Is increasing this to 15 a possibility without a significant drop in performance? I think that would probably cover my worst cases.
2. Alternatively (or in addition), can the limit on the QUEUE system be increased from 6 to 7? That would allow me to split things across two aliases in the situations where I do have more than 10 commands, without losing out on the number of queued commands I can have.
2. Can we get a full implementation of WIELD <item1> <item2> that (somehow) makes proper usage of weapon containers (before Friday)? I'm not entirely sure what that would look like in practice, to be honest, but the result would be a system that correctly stores wielded items in a designated corresponding container when needed to be unwielded to make room for something else.